Hey, I am getting black seams between the meshes when I bake.I have tried many options but could not solved it yet. I use modular pieces. Increasing lightmap resolution reduces seams but they remain. I am using unity’s generate lightmap Uv and tried increasing pack margin but no difference also increasing padding did not solve the problem. I have tried and tweaked every option in the lightmapper tab but couldn’t eleminated the problem, just reduced it. Maybe I am missing something?
Please read my response to a similar question posted earlier - PLM Seams in modular walls
Thank you, I ll check it right now.
I see, there is no workaround then combining meshes in my case , which I would done when level design and gameplay are complete and ok. So for now looks like I have two options, ignore the seams for now or use light probes to understand what’s going on with indirect light till we combine meshes.
That [suggestion from linked thread: combining meshes and creating combined lightmap uvs in Maya for instance] is kind of working against the principles of modular design in game development and could result in mesh objects being loaded into memory for no reason while only a few tris might be on screen.
Hiding the seam with a trim object might work in some cases - but trim pieces are not viable in every architectural style.
Is this an issue in other engines and lightbakers as well?
Yes, other major game engines suffer from the same problem. Steps outlined in my response to another thread are some of the better way of mitigating this problem.